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Poptart Light/mediums > Heavy Assault Solution?


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#1 Elizander

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Posted 23 June 2014 - 07:03 AM

Just an idea I'm throwing out there regarding two issues:

1) Jump-Sniping / Poptarting
2) Medium and Light role/population

PGI can just draw the line and say:

"Look, only light and medium mechs can effectively poptart while heavies and assaults will have a high chance to miss since they are heavier. Jump jets for them will mostly be a mobility bonus while it will be an offensive tool for mediums and lights as well as mobility tool."

Now they can introduce RNG to make shots scatter within a certain parameter when 60 ton mechs or heavier jump up similar to regular FPS bullet sprays. It is in effect even in freefall and is just as bad as it is now or worse on the way up. They can hit but despite aiming their best the shots will scatter and have a significant chance to miss distant/smaller targets.

The current mechanics can be maintained on Light/Medium mechs making them the only effectve poptarts (what the hell is with these forums when I press backspace sometimes?) but they are limited by what weaponry they can bring to a battle.

In summary, heavy/assaults will be forced into a more grounded battle while mediums and lights can enjoy poptarting as it stands now. This lessens the poptart issue since the bigger mechs will miss with their big guns and mediums and lights will have a playstyle of their own that differentiates them from the bigger guys.

Victor and Timberwolf owners flame away (inb4 this is the dumbest idea ive ever heard)~ ;)

#2 DAYLEET

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Posted 23 June 2014 - 07:36 AM

yeah... lets make the Shadowhawk even more mendatory.

#3 EgoSlayer

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Posted 23 June 2014 - 07:40 AM

Simple - Activating jump jets locks out/triggers cool-down on PPC's and ballistics.
Lasers still work fine so the jumping with LRM/SRMs and LL/ML's are not affected at all but removes all current pop-tart meta from the game. No more AC/PPC Gauss/PPC jump snipers.

No Timberwolf nerfs necessary, and put the Victor twist back to where it was since it didn't address the problem anyways.

Edited by EgoSlayer, 23 June 2014 - 07:42 AM.


#4 Mcgral18

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Posted 23 June 2014 - 07:48 AM

View PostDAYLEET, on 23 June 2014 - 07:36 AM, said:

yeah... lets make the Shadowhawk even more mendatory.


25 PP FLD (Gauss+ERPPC) is a decent enough poptart. You can also build a 2PPC AC10 for 30, but less effective with the slower AC10, and hotter because of the second PPC.

So, while this would slightly reduce the amount of damage being flung from the sky, it wouldn't change very much.



As for the CoF, would every weapon fired have a different target, or would the crosshair just bumble about and not change the current firing profile with Arm Lock?

Edited by Mcgral18, 23 June 2014 - 07:49 AM.


#5 Elizander

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Posted 23 June 2014 - 07:55 AM

View PostMcgral18, on 23 June 2014 - 07:48 AM, said:

As for the CoF, would every weapon fired have a different target, or would the crosshair just bumble about and not change the current firing profile with Arm Lock?


I was thinking each weapon would have a random deviation from where the crosshairs are. Maybe up close you can still hit the same area but at long range since the targets are smaller it will result in spread damage or outright misses.

Right now all the mechs are doing the exact same thing regardless of weight class. The only difference is that people restrict what they can bring. Doesn't matter if it's a medium, heavy or assault, they play with the exact same mechanics with jump sniping and the only ones who aren't invited to the party are the ones without jump jets but each weight class still has a poptart representative. Eliminating it completely from Heavy/Assault categories would certainly change up gameplay a bit for those who live in poptart land.

#6 Mystere

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Posted 23 June 2014 - 08:00 AM

Just wait for the incoming JJ anf fall damage changes. Those should be better than these insane ideas being proposed all over the forums.

#7 Bobzilla

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Posted 23 June 2014 - 08:09 AM

View PostMystere, on 23 June 2014 - 08:00 AM, said:

Just wait for the incoming JJ anf fall damage changes. Those should be better than these insane ideas being proposed all over the forums.


Well, except they also introduced the module that will cancel the JJ fall dmg increase.

#8 DarthPeanut

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Posted 23 June 2014 - 08:19 AM

Jump sniping is a viable tactic, I personally do not use it but it does not bother me that some do. It is easily managed by not staying stationary when exposed, flanking them, etc.

If they keep nerfing everything like this... we might as well rename this game to Rock'Em Sock'Em Robots.

View PostBobzilla, on 23 June 2014 - 08:09 AM, said:


Well, except they also introduced the module that will cancel the JJ fall dmg increase.


Mitigate, not cancel.

Edited by DarthPeanut, 23 June 2014 - 08:20 AM.


#9 Marmon Rzohr

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Posted 23 June 2014 - 08:23 AM

No poptarting = more hill humping = more campy gameplay ;)

There are already nerfs to poptarting coming in the next patch and they will be quite big. What would be a better idea is too buff a different style of play. We need more variety, more powerful tactics, not less.

A smoke barrage module that gives brawlers cover while the close. More active LRM mechanics that discourage boating but encourage taking LRMs as backup weapons. Stuff like that. If you just remove poptarting, you end up with less stuff to do in the game, and that's never good, IMHO.

View PostBobzilla, on 23 June 2014 - 08:09 AM, said:


Well, except they also introduced the module that will cancel the JJ fall dmg increase.


Did you look at the numbers on the module ? It's there to give lights and mediums a better jumping advantage. Not remove the changes in the patch. And even if it becomes mandatory, that just means less slots for strikes. Which is nice, in a way.

Edited by Marmon Rzohr, 23 June 2014 - 08:25 AM.


#10 Mystere

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Posted 23 June 2014 - 08:25 AM

View PostBobzilla, on 23 June 2014 - 08:09 AM, said:

Well, except they also introduced the module that will cancel the JJ fall dmg increase.


Those modules only mitigate damage. Also, they work best for the lighter mechs and are worse for the heavier ones.

#11 Kodiak Jorgensson

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Posted 23 June 2014 - 08:43 AM

View PostMystere, on 23 June 2014 - 08:00 AM, said:

Just wait for the incoming JJ anf fall damage changes. Those should be better than these insane ideas being proposed all over the forums.


seeing how a pop-noob doesn't actually jump high enough to take fall damage its hardly going to solve anything, jump jet heat also wont really change much since they wont use them for an excessive time so the heat will barely even spike.

if anything its more then likely going to harm the nova and summoner having fixed jump jets. which is the whole problem, players are exploiting the 1 JJ mechanic to gain significant advantages which is what needs to be addressed sadly the upcoming change are no where near what is needed nor will it change anything.

Edited by Kodiak Jorgensson, 23 June 2014 - 08:44 AM.


#12 Mystere

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Posted 23 June 2014 - 08:54 AM

View PostKodiak Jorgensson, on 23 June 2014 - 08:43 AM, said:

seeing how a pop-noob doesn't actually jump high enough to take fall damage its hardly going to solve anything, jump jet heat also wont really change much since they wont use them for an excessive time so the heat will barely even spike.


Pop-noobs are easily killed by better players. As such they are inconsequential. It's the really good jump snipers you have to worry about.


View PostKodiak Jorgensson, on 23 June 2014 - 08:43 AM, said:

if anything its more then likely going to harm the nova and summoner having fixed jump jets. which is the whole problem, players are exploiting the 1 JJ mechanic to gain significant advantages which is what needs to be addressed sadly the upcoming change are no where near what is needed nor will it change anything.


As someone who likes riding JJ-equpped Mechs, I have been very careful with my JJ maneuvers all this time. As such the changes will minimally affect me, if at all. Those who use up all their JJ fuel going up and just free-fall on the way down deserve all the damage they will get once the changes go live. ;)

#13 stjobe

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Posted 23 June 2014 - 08:58 AM

View PostElizander, on 23 June 2014 - 07:03 AM, said:

(what the hell is with these forums when I press backspace sometimes?)

There's some kind of bug when you've used italics in your post; it sometimes decides to place the cursor somewhere inside that block of italics when you press backspace.

As for the rest of your post, I think a more effective solution would be to shake the reticule from take-off to landing. You're airborne in something not really designed to be airborne, how stable a firing platform should it be?

#14 Adiuvo

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Posted 23 June 2014 - 08:59 AM

View PostKodiak Jorgensson, on 23 June 2014 - 08:43 AM, said:


seeing how a pop-noob doesn't actually jump high enough to take fall damage its hardly going to solve anything, jump jet heat also wont really change much since they wont use them for an excessive time so the heat will barely even spike.

if anything its more then likely going to harm the nova and summoner having fixed jump jets. which is the whole problem, players are exploiting the 1 JJ mechanic to gain significant advantages which is what needs to be addressed sadly the upcoming change are no where near what is needed nor will it change anything.

If he's a noob, he's probably jumping a lot higher than you think.





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